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    Eddy by IronFrost

    Updated: 08/31/98 | Search Guide | Bookmark Guide

    Date: Mon, 31 Aug 1998 08:50:07 -0400
        H  O  W     T  O     U  S  E     E  D  D  Y     G  O  R  D  O
                            in TEKKEN 3
     by IronFrost and Raje and U-God and Mal^9000 and Frogfreak and Hwo and kaiser
     and Wvl and RedSmoke,al-x,jetli,chinaman, gordollar
     with Conan-the barbaric Gordolian.
       (This is another faq that was done in one night. Don't expect fancy writing
    or even comprehensible English. huhu. This is not meant to be a move by move 
    analysis. This is not a total overview of Eddy Gordo (Tiger Jackson) but, much
    like the 'How to use Hwoarang Guide', this is for the average player who is 
    now moving onto an often overlooked character. Hwoarang was overlooked simply 
    because he was too difficult to learn off the bat. Eddy was often overlooked 
    by the tekken series lovers because he is viewed as a button masher's 
    character: not worthy to be used by the purist. After much scrutiny, Eddy 
    is, in fact, very complex and can be played to highly satisfy your need for 
    constantly changing strategies. Have fun!)
       (feel free to copy, cut, paste, sell, publish, use for whatever with this 
    guide. Just remember to give proper references to me....huhuhuhu)
    -July 31st, 1998.
       Eddy is fun AND Eddy can win! A HELL lot easier to use than Hwoarang
    and still fun fun fun! Unlike Hwoarang, in addition to fancy uses of stances,
    Eddy HAS cheap ways to win. Hwoarang is ALL skills while Eddy 
    can be all skills AND can be used even if you have no clue! Most middle tier
    players want to impress their friends by saying that they are good at
    tekken AND uses Eddy as well.
    Eddy users have always been seen as button smashers who do not really 
    know what's happening in the game. Eddy was designed by Namco to attract
    the market of people who just want to bang away at the buttons and 
    get lots of moves out. It's interesting that because of the high number
    of moves, it's possible to create a structured, strategic way of 
    using him.
    Eddy has three main stances to work off from: Ground Position (GP), 
    Handstand Position (HSP) and regular stance. His strength comes from 
    his incredible kicking reach, wide arcs of attacks (making it difficult
    to avoid his attacks via sidestepping) and his Knee, b+3.
    He is THE KING of long range play and the ONE MOVE medium and close range
    In fact, unlike Hwoarang, you can simply reply on his one move, b+3 knee,
    and win without having to know all the other finer aspects of the character.
    There are TONS of b+3 Eddy's out there. These are what we call, the 
    Eddy's Wannabes'..hehe. What I hope, with this guide is to make people 
    understand the finer aspects of Eddy and play him to the fullest WITHOUT 
    having to solely rely on his knee. Offensive players will have a hard 
    time fighting a defensive, b+3, Eddy. OTOH, most people do not know how 
    to play an offensive Eddy. Real Eddys' require much more skills than 
    the b+3.
      1,1+3. 1,hcf+1+2, 
      1,df+2. 1,2,b+3. 1,b+3. 1,4.
      df+3,~B, df+3,~B turtle.
      u,ub,b, turtle.
      b+4,b+3 turtle.
      uf+4,b+3 offensive turtle.
      d+2 (Ironfrost)
     Handstand Position: One of the best turtling tools for Eddy. Use Handstand,
      d+4~B to do a short kick and go right back to handstand. Or do d+4~D from 
      handstand is the kick hits so you can now use Ground mixups. 
      df+3~B,F,(now in handstand), 2,4,F,(roll out punches back to HSP)
      df+3~B,F, 2,ws+2(juggle).
      df+3~B,F, 2(buffered throw)
      df+3~B,b+3 small tick.
      f+4,b,f to walk.  
      Don't use f+3 to get into handstand. It will just give the other guy
      a free hit on you.
     Grounded Position:
      u+3+4,~D,ff+1+2 dive CrossChopu stun (or b,f+1+2 depending on spacing)
      3~4,..,ff+1+2 dive KurosuChopu stun (or b,f+1+2 depending on spacing)
      df+3,~D,ff+1+2 dive CrossChopu stun ( or b,f+1+2 depending on spacing)
     Guard Stuns:
      D+3+4~B turtle (if it didn't hit)
      D+3+4~D (if it hits, do your ground options.)
      ss+4,3+4. (~D or ~B)(light guard stun)
         once you get the 3+4 to hit, ~D to get to ground. then 3~4 or 4~3.
      d+4,D+3+4. (~D or ~B)(light guard stun)
         once you get the 3+4 to hit, ~D to get to ground, then 3~4 or 4~3.
     Eddy Wannabe's Favorites: stupid cheap kneeing tricks that will win you 
      all the way without any skills. huhuhu. 
      Hell the knee is so cheap, you can just b+3 anytime anyone comes close
      for the whole round and win.
      1,2, b+3
      b+4, b+3
      b+4,4, b+3
      uf+4, b+3
      d+4, b+3
      ss+3+4, b+3
      f2,1 b+3
     Okizeme (fighting someone getting up)
      df+3~D,ff+1+2 dive crosschop stun
      fff+3 (from far away)
    VERSUS (Almost in order of difficulty)
     Nina: She is probably Eddy's worst nightmare. You essentially cannot
      use any of the grounded position things because she will get a simple
      d4,1,ff+3 juggle FOR SURE. This is THE one person where you HAVE to use 
      the knee A LOT. So it's forgivable to use knees here. She is going to 
      want to move in and poke the crap out of you. So for ALL her pokings'
      your solution is the knee. For her d4,1, duck against the 1 and then ws+2 
      juggle her. Or just d+1 if the 1 lands. Knee your way back out to 
      long range cause thats' where you excel with uf+4's and b+4's and ss+4's.
     Law: He will d+2,3. and 4 your ass to death. He will b2,3,4's when you are 
      in ground or handstand positions. d2,3 when you are in handstand. Law 
      fight ALL ranges. So what are you to do? er....no clue....just use 
      regular stuffs. huhuhu 
     Paul: Stay away from falling leaf range and fight him totally long range.
      uf+4 to push him off (buffer chicken ALL those!). Exact same thing as you 
      would fight Nina, a Paul in close is going to have you guess between 
      a falling leaf or a hopkick or df+2 juggle. Don't back dash on him cause you 
      will eat the deatfist. Use your long fighting like fighting against Nina 
      again. Hit and run, Hit and run!
     Jin: Again you can use your long legs to keep him off. Watch out for 
      hellsweeps. Duck when he does 1+4,2,4_d4 guessing games right at the 
      1+4 and either d+1 him or ws+2 him right at the 2 before the 4 or d+4 comes
      out. He is comfortable with mid punching range (ie. bf+21 range) so fight 
      him even longer. You can also fight him in close with the knee but that goes 
      without saying, you cheap bastard! huhuhu
     Yoshi: This is someone who is going to df+4 mid kick A LOT. Don't randomly 
      go into handstand at close range. Use your b+4's, use your ss+4,3+4 stuns.
      DO NOT use ground position unless you hit him before you get into it. He 
      just pogo right on top when you are on the GP. Fight him with your reach!
      uf+4's, 4's.
     Bryan: A more even matchup I think. With Bryan's ff+3's, df+3's and df+4's
      it makes it impossible to use Handstand as a turtle from far away. His 1+2
      is a great interrupt when you are in close with knee. At your favorite range,
      his ff+2 is going to give you hard rivalry. Still, b+4's and df+3~B turtles
      works well. Very straight forward, clean hit for hit match. 
     Heihachi: 1+2 chi palm when you are in close against you. df+1,2 juggle
      from in close if you open yourself up. d+1 tilesplit your ass if you 
      go into handstand or GP from far away or worse, ff+2 you. So just do a long
      range stand up fight against him. b+4, block. uf+4, block. ss+4,3+4 block.
      df+3 block.
     King: The only thing to really watch out for is his kick reversal. You can
      still kick a lot like before as long as you can time when your opponent might
      reverse. Duck when he ff+1+2 dives at you. Don't get into ground position 
      cause he will just ali-kick you easy. Handstand if kind of okay if you use 
      it from far away. And KNOW that some of your kicks are actually very hard to 
      reverse even if they are reversible: (eg. df+3's, b+4's, ss+3+4's).
     Ling: Uf+4 her out of her backturns sidesteps and df+3 her out of her phoenix
      stance. ss+4 often to put her on defensive. You don't want a ling that's 
      going to constantly have the freedom to dance around.
     Ogre1: Because of Ogre1's long reach, he is a close rival against Eddy in the 
      long range department. And in close range, because of the lack of lowparrys
      or a strong ws+2, Ogre's low kick mixups can be a nuisance. uf+4 him a lot
      to keep him back. This is a fight where you are going to have to b+3 knee 
      him A LOT when he gets close. Duck when he bazooka kicks (ff+4) and don't 
      hang around close range with him cause of his b+2 unblockable. d+1 jab 
      him right back when he d+1 jabs to get into his ducking options. Fight him
      long range. As long as you can. HSP and GP are fine here.
     Kuma: A more interesting fight because her reach matches your reach. Do not 
      go freely into ground position because she can just 1+2 hammer you. b+3 will
      win your matches EASY and BIG time. But for the connoiseur, uf+4, ss+4,3+4 
      block stuns, 4's or df+2 your way around. Get up off the ground fast and 
      block low if you get hit by ff+2 cause the salmon hunter is coming. She is 
      going to f+1 jabs a lot.
     Juglia: No clue...haven't really used Eddy/Julia enough. Just block 
      that d,df+1,2 stun. She can't really sidestep around you. No clue. Just 
      use those above tricks and see what happens.
     Hwoarang: Learn how to break his infinite. Just Duck right at the first 4 kick
      of his 3334 strings and then ws+2 him before he can do anything else. Even 
      though a stand up fight is his fight, you will HAVE to do a stand up fight 
       against him too. He can get free hits on you if you do HSP or GP. b+4 and 4
      is SUPER against most of his things.
     Lei: Against lei-down leis', just ss+4,3+4 on top of him. D+3+4 is good after
      his 4~4,33. Knee is actually good against lei down lei's too cause of it's 
      great recovery. If you want to play defensive against lei-down lei's, just 
      df+3 and roll back. When lei does animal stances, just b+3 if you are close 
      or uf+4 if you are far away. Only Tiger has the mid parry against your uf+4.
      But if you are REALLY not sure, you can always just turtle in the ground 
      position OR back spring off into handstand(recommended).
     Eddy: Know that you can uf+4 him if he does low kicks. uf+4 jumps over low 
      attacks. Know that you can ws+4 him as soon as you block the low kick
      from his classic low kick strings mix ups. 
     GunJack: The hell I know....go play yourself.
     Ogre2: b+4 and b+3 are your friends here. You essentially out speed Ogre2 
      even with those two moves. Back dash when he does ff+2 snake hand 
      unblockable. Use low attacks because he doesn't have a fast enough ws+
      move to punish you enough. 
     Hell just go find some random list. 
     Hell just write this part yo-self fool!
     4 (counterhit), ss+4,3.
     ws+2, b+4(flipover),4,3+4.
     df+2, ff+3+4  (not a combo but works if person does not roll to side or QR).
     df+2, ss+4,3.
     df+3+4, 1,2, 1,2.
     df+3+4, 1,1, b+3.
     df+3+4, 1,1, df+3+4.
     df+3+4, 3~4,4,4.
     df+3+4, 3.
     df+3+4, ss4,3.
     df+3+4, 1+2~2,3,D+3+4.
     b+4, b+4,4,3+4.
     b+4, df+3+4, 1,2, 1,2.
     b+4, ss+4,3
     HSP:D+3+4, 4,D+4.
     HSP:D+3+4, 2,d+4,D+3+4,4~3. (4~3 not guaranteed)
     HSP:D+3+4, 2,ss+4,3.
     GP:3~4, 1,2, 1,2.
     GP:3~4, 1,2, df+2. 
     GP:3~4, 4.
     GP:3~4, 1,2 df+2.
     ss+3+4, D+3+4, 4~3. (4~3 not guaranteed)
     ss+2 (counterhit), b+4,4,3+4.
     Dive CrossChopu stun: 1, ss+4,3.

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